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LordOfLA

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Everything posted by LordOfLA

  1. Ah, well, I both messaged Brumbek to see how viable reverting the change is but I was also reminded I could just edit leanwolfs meshes and point at a copy of the rustic candle textures. So I'm working on doing the latter for my setup. I can provide a zip with the end result if desired but you'd need to seek permission from leanwolf/gamwhich for redistribution.
  2. Can't edit previous post now. Anyhow, if not using the RCI candle options but SMIM as-is with the rustic candle_01 texture you end up with https://i.imgur.com/kYYFdTh.png happening in various places where SMIM will expect the RCI texture. I think it may be worth jumping wholesale on the RCI candle replacers and disabling/removing mods that rely on the vanilla UV layout/texture layout for candles. Yes. I'm not dumb. I'm trying to point out a conflict generated by SMIM switching to the RCI meshes/Textures for candles.
  3. Apparently I can't edit my previous post but it seems i've not found and resolved all issues arising from SMIM switching to the RCI candle meshes/textures https://i.imgur.com/OgKaF7K.jpg Here's a side-by-side of the rustic candle texture and the RCI/SMIM candle texture: https://i.imgur.com/73Ega9L.png you see the problem(s) that will occur? I presime that rustic is using the vanilla mesh UV Map while RCI is using its new UV Map. I'm thinking that it may even be a better option to hide the candle mesh/texture from SMIM/RCI and continue to use the rustic candles. I'll try that in my game.
  4. From the SMIM changelog: -Reviewed raiserfx's awesome Ruins Clutter Improved mod version 2.9. He greatly improved the candles, so I've taken his meshes and new candle textures and incorporated them into SMIM to avoid conflicts. Install his mod first then SMIM. Let SMIM overwrite his mod. You'll get all his new candles and all SMIM's stuff too.
  5. Yes, if you read the SMIM changelog you'll see its using the candle meshes from RCI with some extra SMIM work done to them. You will need the RCI candle textures installed and RCI installed before SMIM. I forget which of the other candle mods was overwriting the RCI candle textures but I was getting black squares on candles when not using the RCI textures with SMIM.
  6. I just noticed Ruins Clutter Improved has been added to the guide. However, I suggest reading the changelog for SMIM and reworking accordingly. Candles are going to be broken with the guide as-is. Candle textures from one of the other candle altering mods will need to be hidden/deleted too as a result.
  7. I would second this - both Firefox and Chrome will start warning users that sites not using SSL are unsafe very soon if not already. It doesn't take long to setup LetsEncrypt SSL using EFF's CertBot on Linux/BSD servers.
  8. Having now actually switched to using SRLE Extended LotD as my base for further modding I've made some further edits for readability purposes. I have also updated it to include the refreshed Nexus categories list from https://www.nexusmods.com/skyrim/mods/65414/? Enjoy! https://pastebin.com/0qTkDpu5
  9. Floating lod objects are back. I'll not have time to do provide more meaningful info until the weekend, however. That said save, exit to main menu, reload had things resolved for now.
  10. Incidentally, the fall (Oct/Nov) update will remove the VRAM limit, but so far seems like MO might have issues. Fix one bug, add another :p
  11. It does indeed seem encouraging. While it's not a game-breaking issue it does pull you out of the game when you have stuck lod objects. Grabbed new file.
  12. No that was an existing save. Was just going to post that on switching to my test profile and doing the coc loop I mentioned earlier I get no errors on DynDOLOD scripts and so far no floating lod objects. I'll do the clean save thing on my main profile to remove those other errors.
  13. And a more comprehensive log of the run from riften to windhelm: https://mega.nz/#!6VJyyYhI!nkZKFHfxd5rOUbl-DWSF3nHgGrjQjOqs0lriXocVl8Q contains errors on additional line numbers.
  14. Got a bunch of [07/16/2017 - 01:27:08PM] Error: Cannot call GetWorldSpace() on a None object, aborting function call stack: [ (E50043E8)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 106 [07/16/2017 - 01:27:08PM] Error: Cannot call GetWorldSpace() on a None object, aborting function call and [07/16/2017 - 01:27:09PM] Error: File "" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [ (E5003D10)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 76 With the new script upon leaving the ragged flaggon - cistern in to riften. Log up to that point at https://mega.nz/#!uRQ0nSBQ!HH6wf3yXUfg1t3mNKIHhudF9k8HfMAwpMpLkh-bNDNM
  15. I'm having trouble getting a consistent fixed lod object hanging around. I'm using my full load order and can trigger the effect with the following steps but I end up with different things each time. from main menu: coc windhelmexterior01 wait for scripts to settle and notifications to stop scrolling walk into windhelm and head to the blacksmith area then up to Hjerim. coc riverwood set gamehour to 1 coc windhelmorigin leave the city and run to karthwasten and back (follow the path loop around) enter city at this point *something* will have hung around but not the thing I've set a decimal formid for in the json file. on occasion I have to coc dawnstarexterior01 and back to windhelmorigin Most recent log at https://mega.nz/#!vIwR1DYC!oYHKalFvv-VvqZNFjjbDjHvhKPfEDT-7p_9_uRGK_Zw dydno stuff around line 902 with line numbers this time.
  16. Hmm, can't edit previous post. Floating windows came back on loading into Windhelm so I exited, enabled papyrus logging and reloaded the autosave on entering the city. Floating windows persisited and got some DynDOLOD entries in the papyrus log. You can grab the log from https://mega.nz/#!jYZWAB4b!q72H_VVQX4xI4-6YD5La2mdp_7WwL6HObkhltgeNR6A DynDOLOD entries start at line 121.
  17. I have been wondering if papyrus is struggling in a way not impacting gameplay. In recent weeks I've been able to adjust my setup to allow for many, many hours of playtime - often up to the entire day and have stalling/stuttering down to only that caused by disk lag. Precompiled scripts would be preferable.
  18. Hi Sheson, Apologies for taking so long on getting to this, been somewhat busy of late. DynDOLOD Papyrus scripts have the correct timestamp. The LOD objects hanging around in Windhelm seems to only occur with ELFX installed, however, the issue isn't limited to ELFX. Under the course of normal gameplay, it can happen with roads around the world and in Helgen. In Helgen I've seen it happen with the tower you jump out of during the vanilla start and the remains of the inn. Testing with a light load order (USLEEP, SMIM, ELFX, DynDOLOD and prereqs) was not able to reproduce the issue. Neither was loading back into my main profile that had floating windows before I quit to do the test (the floating windows reminding me I needed to do this). At this point, it seems to be intermittant and possibly a product of long play time. Papyrus logs didn't show anything of note - just the usual compatibility checks, etc. It is always the correct LOD objects. I even disabled one manually, went inside the white phial, came back out and it had been re-enabled.
  19. If I do coc windhelmexterior01 wait for things to settle and then head in to Windhelm and run around to the market square with the blacksmith, etc I do see floating dyndolod windows. The floating objects will vary - could be windows, could be buildings, could be roads (last had that happen outside honningbrew meadery in whiterun. Editor ID for e90043af is DynDOLODesp_0011D7_DynDOLOD_LOD. The Name - Base is ELFXWHclancruelsea_DynDOLOD_LOD [sTAT:E90011D9] Editor ID for e90011d7 is Skyrimesm_05DA33_DynDOLOD_TOWN. Name - Base is again ELFXWHclancruelsea_DynDOLOD_LOD [sTAT:E90011D9] Editor ID for 0005da33 is empty. The record is overridden by ELFX - Exteriors. Name - Base from ELFX - Exteriors is ELFXWHclancruelsea [sTAT:5C024523] ELFX Version is 3.01 - at time of typing appears to be the most recent: https://www.nexusmods.com/skyrim/mods/27043/? Setup options are as in Neovalens SRLE guide as follows - Note except for Tony's Optimised Vanilla Textures, USLEEP and the Arthmoor mods I use all BSA's are unpacked. Mod Organisers Archive Handling is disabled: 1. Enhanced Lights and FX main plugin checked 2. Main Ambiende - no items checked 3. Main Exterior - ELFX - Exterors Checked as well as ELFX - Enhanced Ice (I deviate on this step from the guide) 4. Patches - Both SMIM meshes and SMIM lantern checked, all other options unchecked. 5. Optionals - No options checked. After install I delete meshes/architecture/windhelm/whlanddead2.nif to preserve the mesh from ruffled feather. My full load order is at https://modwat.ch/u/ArcaneDaydreams My Skyrim INI tweaks (handled as a mod with ini tweaks in MO) https://pastebin.com/SLHzBL3V My Skyrim Prefs INI tweaks: https://pastebin.com/JAmsk3dD
  20. Have run DynDO a few times with the new lodgen binaries and yet to see issues - will keep an eye on it and update if I do have further issues with freezing.
  21. Hi Sheson, As I mentioned to you on a Reddit post a while ago I'm still getting the DynDOLOD lod objects showing up when they shouldn't that was thought fixed with the 2.20 scripts. If you can get it to load an Imgur album is at https://imgur.com/a/QwRzS showing the lod object and the house behind it with mfg console details visible. If you can't get them to load I'll attach them to a post.
  22. I'll see how I get on with the new lodgen binaries next time I run dyndo.
  23. Hmm, this is going to be tricky to track down then. I keep Skyrim, MO and related tools on a separate drive outside program files so UAC shouldn't be the issue. I don't use AV. Could be MO causing the issue - I have MO archive handling disabled but that doesn't mean a bug isn't present. If LODGen doesn't freeze it'll give me a "lodgencmd has stopped responding" popup. DynDOLOD itself seems fine - I just noticed it using 100% cpu while watching LODgen.exe.
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